Some random thoughts about QSC scoring.
- IMHO 1000BC is too late.
When I think of a good start Im thinking about the first 50 turns, not the first 80 turns. Depending on the map settings, a game might be virtually over by 1000BC. Just an opinion.
- Having secured iron or horses is worth nothing.
This is really surprising to me, if I dont have them I will surely change my strategy in order to focus on getting them. Strategic resources are strategic priorities in most games. And what about depriving other civs of them? It should have a value too.
- Having reached other continent is worth nothing.
I can not believe it. Imagine this game: continents, I am going for a domination victory. If I am going to win by 300BC, I need a foothold on the other continent long before 1000BC. After 3 suicidal galleys loaded with settler and other unit sink, the fourth one reaches the distant shores. All my efforts are going to be valued with negative score!
- Having killed one civ (or having reduced them to a pitiful single-city-subjugated-tribe) is worth nothing.
If you are a warmonger, you are surely closer to victory than if you had left them live and grow, arent you?
- 1food=1shield=1gold
This seems roughly true, but I can transform food into shields directly (pop rushing). I can transform shields into gold quite easily (think of a 1 shield city producing wealth). But there is not any direct, easy way to turn gold into food. Maybe 1food>1shield>1gold?
- Lots of techs are good for you.
Or arent they? There are games where you deliberately slow the pace of the worlds research. You do it on purpose, you know what you are doing. So, why should your score be poorer?
- gpt is worth nothing
It is 1000BC. In a new class of goody hut you find a genius which lets you choose between an immediate gift of 10 extra gold or 9 extra gpt for the rest of the game. Which one would you choose?
The same goes for shields per turn and extra food per turn. Depending on the expected length of the game, 1gpt could be more valuable than 100g.
- Culture is worth nothing
Taking an enemy city by deflection is as good as taking it by brute force. Why total culture is not valuable in QSC? And what about culture per turn? What about 100K victories?
- Differential scoring proposal.
Maybe (I am not qualified to make a sound assessment) differential scoring would help with some of this problems. I mean, dont count the total techs you have, but the techs you have compared to other civs. I think the automated scoring software might be able to score not only the human civ but every civ in the game. In that case, extend the differential idea to the maximum. A possible algorithm would be: 1-score every civ 2-forget the better two AI civs and the poorer two AI civs (luck exclusion) 3-calculate mean of remaining AI civs 4-compare human score with that (as a %).
- IMHO 1000BC is too late.
When I think of a good start Im thinking about the first 50 turns, not the first 80 turns. Depending on the map settings, a game might be virtually over by 1000BC. Just an opinion.
- Having secured iron or horses is worth nothing.
This is really surprising to me, if I dont have them I will surely change my strategy in order to focus on getting them. Strategic resources are strategic priorities in most games. And what about depriving other civs of them? It should have a value too.
- Having reached other continent is worth nothing.
I can not believe it. Imagine this game: continents, I am going for a domination victory. If I am going to win by 300BC, I need a foothold on the other continent long before 1000BC. After 3 suicidal galleys loaded with settler and other unit sink, the fourth one reaches the distant shores. All my efforts are going to be valued with negative score!
- Having killed one civ (or having reduced them to a pitiful single-city-subjugated-tribe) is worth nothing.
If you are a warmonger, you are surely closer to victory than if you had left them live and grow, arent you?
- 1food=1shield=1gold
This seems roughly true, but I can transform food into shields directly (pop rushing). I can transform shields into gold quite easily (think of a 1 shield city producing wealth). But there is not any direct, easy way to turn gold into food. Maybe 1food>1shield>1gold?
- Lots of techs are good for you.
Or arent they? There are games where you deliberately slow the pace of the worlds research. You do it on purpose, you know what you are doing. So, why should your score be poorer?
- gpt is worth nothing
It is 1000BC. In a new class of goody hut you find a genius which lets you choose between an immediate gift of 10 extra gold or 9 extra gpt for the rest of the game. Which one would you choose?
The same goes for shields per turn and extra food per turn. Depending on the expected length of the game, 1gpt could be more valuable than 100g.
- Culture is worth nothing
Taking an enemy city by deflection is as good as taking it by brute force. Why total culture is not valuable in QSC? And what about culture per turn? What about 100K victories?
- Differential scoring proposal.
Maybe (I am not qualified to make a sound assessment) differential scoring would help with some of this problems. I mean, dont count the total techs you have, but the techs you have compared to other civs. I think the automated scoring software might be able to score not only the human civ but every civ in the game. In that case, extend the differential idea to the maximum. A possible algorithm would be: 1-score every civ 2-forget the better two AI civs and the poorer two AI civs (luck exclusion) 3-calculate mean of remaining AI civs 4-compare human score with that (as a %).